May 2006


A. CONDUCT. Cordial and courteous conduct of players and spectators is required. Heckling, needling, bickering, shouting and swearing are not allowed. These behaviors or others deemed by the director to be offensive can be penalized by the director.

B. SMOKING Any player reserves the right to declare a match a "non-smoking" match. as well as to play in a non-smoking area if one exists. If a player wishes to take a smoke break during a non-smoking match, he may take a total of two 5-minute breaks during the match. Breaks are to be taken between games.



A. DICE CUPS. Dice cups must be used and kept within view at all times. Dice must be kept within dice cups when it is not the player's turn. At the beginning of the player's turn, the dice must be shaken vigorously along the length of the cup and then rolled forcefully onto the board directly from the mouth of the cup, not off of the hand or fingers. Dice should not intentionally be shaken in the cup during the opponent's turn.

B. BAFFLE DEVICES. Either player may require the use (by both players) of a baffle device (a dice-rolling device), if available. A baffle device is typically kept on the side of the board opposite the home board. Using a baffle device negates the rules concerning dice cups and rolling on the right side of the board.

C. WAIVING OF RULES.Players are not to waive or allow the waiving of any of the rules with two exceptions: 1) a player may ask the other players permission to roll on the left side of the board if the right side is crowded with checkers; 2) rolling off of the fingers may be allowed if agreed upon by both players since it is a common practice.



A. STARTING DICE. At the start of each match, one player shakes the four dice together in one cup and rolls them out. Opponent selects a die-then roller-then opponent-with roller taking the last die. Each die may be chosen from either color.

B. PREFERENCES. If necessary, the backgammon board, direction of play, checker color, seating location, and choice of the two seats shall be decided by roll of the dice prior to the commencement of the match. These preferences may not be changed during the match.



A. OPENING ROLL. Each game will begin with a roll of one die by each player on to the player's respective right-hand-side of the board. The player with the higher number will play both numbers thrown. Once the player with the higher number has moved both numbers, he concludes his turn by picking up his die. Only then will the opponent pick up his own die. In the event of a cocked die on the opening roll, only that die will be re-rolled.

B. TIES ON OPENING ROLL. In the event that both players roll the same number in the opening roll, each player will re-roll either one of their single dies. The cube will remain unturned (no automatic cube turns because of a tie).

C. COCKED DICE. A die is not considered cocked if it is tilted due to a pip seam or surface flaw.

D. BEAVERS. When a player takes a cube, there is no immediate redoubling before the offering player has rolled (beavers are not allowed).

E. CHECKER AND DICE HANDLING. Players should always use only one hand to handle their own checkers and dice.

F. CHECKER VISIBILITY. Checkers that have been beared off must be kept visible on the table.

G. MOVE VISIBILITY. A player may not move checkers nor pick up dice so quickly as to hinder the opponent from reasonably viewing the play.



A. CUBE HANDLING. Picking up the cube and placing it on the playing surface officially constitutes a double. Picking up the cube from the playing surface AND placing it on your side of the board officially constitutes a take. A pass must be indicated verbally by saying "I drop" or "I pass" or words to that affect.

B. CUBE VISIBILITY The cube should be kept in clear view of both players at all times.



A. PENALTIES. For violation of any regulation, the director may choose to either issue a warning or assess a penalty, based on the director's discretion of the seriousness and intention of the violation. Possible penalties include the awarding of points to the violator's opponent or an automatic forfeit of the match by the violator.